Village Attack: Round 2
[sblock=Previous Rounds]
Round 1[/sblock]
"Get the villagers, let wolves and pigs sort it out!" "Quan, Muzdum, let's get these two away from the wolf! Rikka! Slow down that one left, if you can!" He moves around the big tree, avoiding flaming hut, but charging right over small camp fire. It singes his lower calf, but the wolf is solidly hit. Hopefully, this will give two villagers enough time to move away. "You two, get out of here! The village can be rebuilt if you survive. There is nothing you can do here! If you're bitten come back later to be healed!" (HIT)
GM: | [MENTION=87106]MetaVoid[/MENTION]: I moved you to L9, since I’d think Orsik would want to stand in a campfire | |
"Alright, time to do some damage!!" the dwarf says, grabbing his axe over his head with both hands, and running towards the dire wolf threatening the villagers. "Woooohm!" he says, missing completely. He marks his target with his tiny eyes, no blow will miss from now on. (MISS)
If you say so, Orsik, but doesn't Muzdum need to stay next to that one? But the elf's question seems too late as the others charge in. Quan follows in and sweeps the legs of the wolf. Get away to the path he thumbs over his shoulder. (HIT)
GM: | [MENTION=73730]johnmeier1[/MENTION]: correct, Quan can’t slide the wolf into the hut, but it’s adjacent to it so it’ll take some fire damage, and so will you (bye-bye thp). | |
Rikka surveyed the scene for just a moment- she wanted to have some idea of who was attacking who. Then with a snarl she raced forward into the camp. Even as she stopped, her shape blurred back into her elven form, with her longbow already in hand. She aimed for a moment and fired, putting an arrow in the wolf that the others had attacked. (HIT)
All the damaged were-creatures shake a bit as their unnatural regeneration heals them a little.
The werewolf Narona cackles as she dodges Totruan’s attack. She swings her morningstar and uses the weapon’s momentum to shift to the side.
”What’s the matter, SWINE? Am I too much for you?”, the lady werewolf jeers. (HIT)
Around the village, the werewolves kill indiscriminately. A few villagers fall, never to rise again. Two werewolves lope off, one to advance on the elf druid. (HIT & HIT)
One wolf nips at the wereboar in front of it, but the lucky creature is able to block the gaping maw with its mace, avoiding crushing death. (Miss)
From the woods, another dire wolf runs into the fray. Spotting the newly arrived Quan next to a burning hut, it charges wildly. (HIT)
On the far right of the village, the dire wolf bites at one of the wereboar defenders, and shakes the wereboar like a ragdoll, dropping it to the ground by the wolf’s feet. (HIT)
Ignoring the fire, the dire wolf, feet under it once again and lunges at the red haired dwarf, its jaws snapping. But Muzdum jams his braced forearm into its face at the last second, preventing the beast from latching on. (MISS)
Not bothering to trade words with Narona, Totoruan winces as her morningstar hits home. He then brings his maul around to strike back at the she-wolf, connecting solidly. The blow slides Narona and the wereboar is quick to position himself in front of the largest hut. Fearful cries of women and children can be heard from within the animal hide tent. (HIT)
The wereboars fight valiantly against the dire wolves. (MISS & HIT)
The remaining villagers do their best to defend their homes. (MISS & MISS)
[sblock=Enemy Actions]Narona (O3): Standard: MBA (Morningstar) against Totoruan (AC 20+2(bloodied resilience)): +12+2(flank) vs. AC; 1d10+4+4(blood rage):
1d20+12+2=28, 1d10+4+4=10 Hit for 10 damage; Move: Shift: O4>N3
Werewolf 1 (P3): Shift: O2>P3; Standard: MBA (Greatclub) against Totoruan (AC 20+2(bloodied resilience)): +10+2(flank)+2(aura-Narona) vs. AC; 2d4+4+4(blood rage) damage:
1d20+10+2+2=19, 2d4+4+4=11 MISS
Werewolf 2 (U9): Standard: MBA (Greatclub) against Villager 3 (AC 19): +10 vs. AC; 2d4+4 damage:
1d20+10=20, 2d4+4=7 HIT; Move: S5>U9
Werewolf 3 (AL9): Standard: MBA (Greatclub) against Villager 1 (AC 19): +10 vs. AC; 2d4+4 damage:
1d20+10=26, 2d4+4=9 HIT; Move: Ai6>AL9
Dire Wolf 1 (AC10:AD11): Standard: MBA (Bite) against wereboar 2 (AC 18): +10 vs. AC; 1d8+4 damage:
1d20+10=12, 1d8+4=10 Miss; Shift: AD10:AE11>AC10:AD11.
Dire Wolf 2 (L12:M13): Move: D13:E14>L14:M15; Standard Charge: L14:M15>L12:M13: MBA (Bite) against Quan (AC 22): +10+2(charge) vs. AC; 1d8+4:
1d20+10+2=26, 1d8+4=8 HIT for 8 damage
Dire Wolf 3 (AL6:AM7): Standard: MBA (Bite) against Wereboar 1 (AC 18): +10+2(CA) vs. AC; 1d8+4 damage and knocked prone (Combat Advantage):
1d20+10+2=29, 1d8+4=12 Hit for 12 damage and knocked prone.
Dire Wolf 4 (J9:K10): Move: Stand; Standard: MBA (Bite) against Muzdum (AC 25): +10 vs. AC; 1d8+4 damage:
1d20+10=18, 1d8+4=7 Miss
Totoruan (N3): Move: Shift O3>N4; Standard: MBA (Maul) against Narona (AC 20): : +11 vs. AC; 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square (crit 19-20):
1d20+11=24, 2d6+6=12 hits for 12 damage, slides Narona N3>O3 and Totoruan shifts to N3
Wereboar 1 (AM8): Move: Stand; Standard: MBA (Mace) against dire wolf 3 (AC 19): +9 vs. AC; 1d6+4 damage:
1d20+9=18, 1d6+4=6 miss
Wereboar 2 (AD12): Standard: MBA (Mace) against dire wolf 1 (AC 19): +9 vs. AC; 1d6+4 damage:
1d20+9=24, 1d6+4=7 hit for 7 damage
Longtooth Shifter 1:
Longtooth Shifter 2 (AD9): Move: AE7>AD7; Minor: Longtooth Shifting; Standard: Charge: AD7>AD9: MBA (Spear): +9 vs. AC; 1d6+1+2(shifting) damage:
1d20+9=12, 1d8+1+2=10 miss
Longtooth Shifter 3:
Longtooth Shifter 4 (i8): Minor: Longtooth Shifting; Standard: MBA (Spear): +9 vs. AC; 1d6+1 damage:
1d20+9=12, 1d6+1+2=4 miss
Longtooth Shifter 5: 5 fire damage from inflamed hut[/sblock]
[sblock=Map]

Trees: blocking terrain
Rocks: blocking terrain; 4-feet tall
Water: 5-feet deep; difficult terrain
Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage.
Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind
I1:L4: not on fire
J11:K12: fully inflamed
N7:O8: partially on fire
V3:Y7: partially on fire
X11:Y12: partially on fire
AB7:AC8: partially on fire
AF11:AG12: partially on fire
AJ7:AK8: fully inflamed
Any creature that starts its turn adjacent to a fully inflamed hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard
AND a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the enflamed hut.
[/sblock]
[sblock=Combatants]
Narona, Werewolf Leader: 108/108 HP; AC 20; Fort 20; Ref 19; Will 18; MBA: Morningstar: +12 vs. AC; 1d10+4 damage; MBA: Bite: +12 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy;
Blood Rage: Narona deals an extra 4 damage against bloodied targets;
Skirmish: If Narona moves at least 3 squares from her starting point, she deals +1d8 extra damage on her next melee attack until the start of her next turn; Regeneration 5 (unless damaged by a silver weapon);
Aggression Aura: aura 2; any ally that starts its turn within the aura gains a +2 to its next attack this turn.
Narona (O3):
96/108 HP; Status:
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Werewolf: 88/88 HP; AC 19; Fort 19; Ref 18; Will 17; MBA: Greatclub: +10 vs. AC; 2d4+4 damage; MBA: Bite: +10 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy;
Blood Rage: A werewolf deals an extra 4 damage against bloodied targets;
Skirmish: If a werewolf moves at least 3 squares from its starting point, it deals +1d6 extra damage on its next melee attack until the start of its next turn;
Regeneration 5 (unless damaged by a silver weapon)
Werewolf 1 (P3):
88/88; Status:
Werewolf 2 (U9):
88/88; Status:
Werewolf 3 (AL9):
88/88; Status:
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Dire Wolf: 67/67 HP; AC 19; Fort 18; Ref 17; Will 17; MBA: Bite: +10 vs. AC; 1d8+4 damage or 2d8+4 against a prone target;
Combat Advantage: The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target and hits it, the target is also knocked prone.
Dire Wolf 1 (AC10:AD11):
60/67; Status:
Dire Wolf 2 (L12:M13):
67/67; Status:
Dire Wolf 3 (AL6:AM7):
67/67; Status:
Dire Wolf 4 (J9:K10):
21/67; Status: Marked (Muzdum)
BLOODIED
[sblock=Picture]
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Totoruan, Wereboar Leader: 106/106 HP; AC 20; Fort 19; Ref 16; Will 17; MBA: Maul: +11 vs. AC; 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square; MBA: Gore: +11 vs. AC; 1d8+6 damage and ongoing 5 damage (save ends) and the target contracts
Moontusk Fever;
Battle Lord Tactics: When flanking, Totoruan and its ally deal an extra 1d6 damage against an enemy currently flanked;
Battle Talent: Totoruan can score a critical hit on a 19-20;
Inspiring Assault: Whenever Totoruan scores a critical hit, he and any ally within 5 squares regains 4 hit points;
Bloodied Resilience: When Totoruan is bloodied, he gains a +2 to all defenses and his gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage;
Regeneration 5 (unless damaged by a silver weapon)
Totoruan, Wereboar (N3):
48/106; Status:
BLOODIED
[sblock=Picture]
[/sblock]
Wereboar: 61/61 HP; AC 18; Fort 18; Ref 16; Will 16; MBA: Mace: +9 vs. AC; 1d6+4 damage; MBA: Gore: +9 vs. AC; 1d8+4 damage and ongoing 5 damage (save ends) and the target contracts
Moontusk Fever;
Regeneration:
Death Strike: the wereboar makes a gore or a melee attack when it is reduced to 0 hit points;
Bloodied Resilience: While the wereboar is bloodied, it gains a +2 to all defenses and its gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage;
Regeneration 5 (unless damaged by a silver weapon)
Wereboar 1 (AM8):
19/color]/61; Status: BLOODIED
Wereboar 2 (AD12): 30/color]/61; Status: BLOODIED
[sblock=Picture] [/sblock]
Longtooth Shifter Villager: 1/1 HP; a miss never damages a minion; AC 19; Fort 17; Ref 17; Will 16; MBA: Spear: +9 vs. AC; 1d6+1 damage; RBA: Longbow: Range 20/40; +10 vs. AC; 1d8+3 damage; Longtooth Shifting: minor: the Longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.
Longtooth Shifter Villager 1:
Longtooth Shifter Villager 2 (AD9): 1/1; Longtooth Shifting ; Status:
Longtooth Shifter Villager 3:
Longtooth Shifter Villager 4 (i8): 1/1; Longtooth Shifting ; Status:
Longtooth Shifter Villager 5:
[sblock=Picture] [/sblock]
Braddock (R17): 52/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status:
Quan (L11): 29 /37; HS 7/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik (L8): 53/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [1] ,[2]; Status:
Muzdum (K8): 62/62; HS 12/12; AP 1 ; Dwarven Resilience ; Status:
Rikka (V10): 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy ; Status:[/sblock]
GM: | Summary:
Braddock: -
Quan: +5thp; 5 fire damage (adj to hut); Hit for 8 damage
Orsik: -
Rikka: -
Muzdum: missed | |